>>96155778
Most of my D&D games boil down to maybe a single weird option then everyone else is humans, elves, or dwarves.
Last game of 5e I ran had a ton of homebrew races that included a flying option with a d6 natural weapon, and the party was 60% human. This tends to be the trend in games I run or play that have race options.
As a GM I'm this close to cutting the LOTR core (Human/Halfling/ Dwarf/Elf) entirely just to force everyone to play something different for once. Thankfully, now that I've had time to make my own modern fantasy system, and I have a game in the works when one of the current ones I play in wraps, I've finally got a fairly varied party:
>Velicraptor dinosaur humanoid girl who is part of a street gang of harpies
>Starchild (Basically visually alien x from ben 10 cause it's a cool aesthetic) male who has basically become the edgiest moron due to how he was raised when he popped into existence on the planet
>Human male (this guy always plays humans in every party no matter what) blaster caster (haven't gotten more from him about his character yet cause' we have a good few months until the game starts but I like getting character ideas early)
66% non-humans, 33% human, finally, having a bunch of fun mechanically interesting non-human options works because unlike 5e I didn't make humans a jack of all trades, because those are boring to have in a system and IMO TTRPGs should force as much specialization as possible while punishing generalization as much as possible. It's a cooperative game. You should have to rely on the party for your weaknesses, and if you all do the same thing as a bit well enjoy playing on hard mode.